Resource Model
From NS2 community wiki
Natural Selection 2's Resource Model retains many elements from Natural Selection 1, but possesses some characteristic differences. The system differentiates between a team's communal resources, known as Team Resources, and each individual player's personal pool of Resources. Both are produced at a steady rate from
Harvesters and
Extractors that are spread around the map, making the capture and defense of these points crucial to a decisive victory.
Contents |
Changes from NS1
Marines now have their own supply of Personal Resource to purchase weapons, unilke before when they relied on the Commander to provide them with upgraded weapons. However, Marine Commander may still spend his own Personal Resources to drop weapons near an Armory using the Assist tab.
Kharaa lifeforms require Personal Resource to evolve, while structures require Team Resources handled by the Alien Commander. The Gorge no longer builds structures with his own supply of resources, with exception to the Hydra.
Personal Resource
Personal Resources are used for purchasing Marine weapons, providing assistance (Med Packs and Ammo Packs), evolving to higher lifeforms, purchasing lifeform upgrades and building Hydras.
- Accumulates at a steady rate of 0.25 per 8 seconds from Extractors and Harvesters.
- Players are limited to saving 100 Personal Resources at any given time.
Team Resource
Team Resources are used by Commanders to build structures and purchase upgrades for their team. Marines can recover up to 50% of the Team Resource cost of a structure by recycling it.
- Accumulates at a steady rate of 1 per 8 seconds from Extractors and Harvesters.
Energy
A new resource made crucial to both team's is
Energy, which is independent from the number of Harvesters and Extractors. Similar in function to the energy of observatories in the original Natural Selection, Energy is produced at a static rate at every Command Station and Hive, as well as various support structures. Relying heavily on this resource is the Alien Commander's ability to spawn Drifters and Cysts, functions which are crucial to the Alien team. On the Marine team, Energy is used by the Marine Commander to cast Nano Shield on marine players or structures; reducing all damage the target receives by half.
Marine • Marine Commander • Power Node • Resource Model
Alien Commander • Alien Vision • Dynamic Infestation • Evolve Menu • Hive Sight • Maturation • Resource Model
